If someone were to write the intellectual history of childhood the ideas, the practices, Playing and Making Games for Learning

Size: px
Start display at page:

Download "If someone were to write the intellectual history of childhood the ideas, the practices, Playing and Making Games for Learning"

Transcription

1 / ARTICLE Games Kafai / Playing and Culture and Making Games for Learning Playing and Making Games for Learning Instructionist and Constructionist Perspectives for Game Studies Games and Culture Volume 1 Number 1 January Sage Publications / hosted at Yasmin B. Kafai University of California, Los Angeles This article presents an overview of what we know about two perspectives, coined instructionist and constructionist, to games for learning. The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. Far fewer people have sought to turn the tables: by making games for learning instead of playing games for learning. Rather than embedding lessons directly in games, constructionists have focused their efforts on providing students with greater opportunities to construct their own games and to construct new relationships with knowledge in the process. Research has only begun to build a body of experience that will make us believe in the value of playing and making games for learning. Keywords: constructionism; learning; educational game; design If someone were to write the intellectual history of childhood the ideas, the practices, and the activities that engage the minds of children it is evident that the chapter on the late 20th and early 21st centuries in America needs to give a prominent place to the phenomenon of the video game. The number of hours spent in front of these screens could surely reach the hundreds of billions. And what is remarkable about this time spent is much more than just quantity. Psychologists, sociologists, and parents are struck by a quality of engagement that stands in stark contrast to the halfbored watching of many television programs and the bored performance exhibited with school homework. Like it or not, the phenomenon of video games is clearly a highly significant component of contemporary American children s culture and a highly significant indicator of something (though we may not fully understand what this is) about its role in the energizing of behavior. Author s Note: The writing of this article was supported in part by a grant of the National Science Foundation (ROLE ). The ideas expressed in this article do not reflect those of the supporting agency. An earlier version of this article was presented in October 2001 at the Cultural Policy and Video Games Conference at the University of Chicago. 36

2 Kafai / Playing and Making Games for Learning 37 Most software designers and commercial companies have sought to capitalize on this energizing of behavior by making games for learning. Building on the motivating nature of games, they hope to make the learning of academic matters more fun, if not easier. Far fewer people have sought to turn the tables: making games for learning instead of playing games for learning. As one should expect, different educators think of using games in different ways, reflecting their different philosophies of education. The most relevant of these differences is the split between predominantly instructionist philosophies and predominantly constructionist ones. 1 Instructionist Perspectives The instructionists, accustomed to thinking in terms of making instructional educational materials, turn naturally to the concept of designing instructional games. This central idea has venerable antecedents. Teachers did not have to wait for the computer to make a game of practicing the multiplication tables, the rules of grammar, or the quirks of spelling. And when the computer did come, the advocates of using it in education did not have to wait for the specific format of the video game to begin exploring the advantages of embedding school-like exercises in a computer game. An elegant and influential early example was How the West Was Won a computer-based game in which players throw dice, then perform various arithmetic operations on the numbers to determine how far to advance a token on a board. With thousands of instructional computer games on the market, including popular titles such as Math Blaster, we know little about which features make an educational game good for learning. A survey of the past 20 years of educational publications reveals a rather sparse bounty, in particular if one is interested in hard-core academic benefits rather than motivational or social aspects of playing games for learning. A common feature in nearly all those games is that they integrate the game idea with the content to be learned. To date, this research conducted on two-color screens in the late 1970s is still one of the more systematic investigations of different features such as sound, graphics, and combinations thereof in an educational game. 2 What we learn from the few available studies is far from being comprehensive to provide us with a list of successful design features for good educational games. This rough summary is also plagued by customary concerns of research compilations: Too few studies in one domain, with a focus on one concept, or on one age group are available to provide a substantial foundation for recommendations. There is a near absence of commercial game evaluations, the exceptions being case studies on Where in the World Is Carmen SanDiego and more recently, Civilizations. Moreover, a deeper philosophical issue is hidden within the premise of instructional games: that we need games to sweeten the learning of difficult ideas. There is no doubt that learning is a demanding enterprise for students who strive hard to understand knowledge valued in our society. But do we need instructional games to make difficult ideas easy and fun to learn? One may wonder what messages about learning we are sending to students playing these games. There is a definite need for game studies to develop a more com-

3 38 Games and Culture prehensive research agenda that will provide instructional designers with better understanding of what works when, for what, and for whom. Constructionist Perspectives Without wanting to deny the value of instructional games, constructionists have focused their efforts in a very different direction. Rather than embedding lessons directly in games, their goal has been to provide students with greater opportunities to construct their own games and to construct new relationships with knowledge in the process. In the world of educational games, such constructionist approaches have received far less attention than their instructionist counterparts, but it is conceivable that they hold equal if not more potential for engaging children s enthusiasm for games in the service of learning. A series of studies in which 10-year-old children made their own educational video games will serve as an example. Here children met every day to design their own games, create all their own characters, storylines, game themes, and interactions over a period of 6 months to teach fractions to a group of younger students in their school. One prominent finding in these studies is persistent gender differences in virtually all design aspects ranging from violent feedback in case of a wrong answer, the cast of extended characters, the goals of the game, and fantasy context. Although there are no significant gender differences in the proficiency of making games, it is obvious that girls prefer to make very different fraction games from those designed by boys in their class. Most interestingly, when asked to design science rather than fraction games, these gender differences disappeared. What we learn from these few available studies is that both boys and girls enjoy making games for learning. Game making also does not require expensive technologies to provide learners with the opportunities to develop their programming skills and to design rich and interesting game worlds and characters. It is only recently that other researchers have pursued this constructionist direction with renewed vigor. 3 They are developing new programming environments that facilitate the media-rich manipulations needed for game design, using game design activities to introduce girls to programming and examining girls game designs. Many commercial video games provide level and character editors features virtually unheard of in previous generations of entertainment software to extend the playability of the game. These various design aspects could be further developed for educational purposes. Final Thoughts We have only begun to build a body of experience that will make us believe in the value of playing and making games for learning. Obviously, the image of children building their own games is as much a knee-jerk reflex for constructionists as making instructional games is for instructionists.

4 Kafai / Playing and Making Games for Learning 39 In the case of instructional games, a great deal of thought is spent by educational designers on content matters, graphical representations, and instructional venues. The greatest learning benefit remains reserved for those engaged in the design process, the game designers, and not those at the receiving end, the game players. After all, the game player is not partial to the discussions involved in developing valid instructional game ideas, designs, and strategies. What finds its way into the final designs is only a substrate of those discussions. In the case of constructionist games, the learner is involved in all the design decisions and begins to develop technological fluency. Just as fluency in language means much more than knowing facts about the language, technological fluency involves not only knowing how to use new technological tools but also knowing how to make things of significance with those tools and most important, develop new ways of thinking based on use of those tools. Beyond that, game-making activities offer an entry point for young gamers into the digital culture not just as consumers but also as producers. For the past 20 years, education has ignored the promises and challenges of games for learning. The special role of games in contemporary children s culture coupled with the deep sense of engagement common in game-related activities creates a new and promising context for games studies. We need to pursue all directions, whether it s about playing or making games for learning. Notes 1. Seymour Papert (1993) coined the terms constructionist versus instructionist to highlight different pedagogical approaches in educational technologies. A more detailed discussion can be found in a book chapter of The Children s Machine. 2. The seminal work What Makes Computer Games Fun? by Thomas Malone appeared first in the December 1981 issue in BYTE magazine. 3. Different aspects of children designing educational fraction games were discussed by Kafai (1995), whereas the follow-up research and comparison can be found in Kafai (1998). More recent developments are directed by Ken Perlin and Mary Flanagan at New York University; Dorothy Bennett, Cornelia Brunner, and Margaret Honey at the Education Development Center s Children s Technology Workshop in New York; Punya Mishra and Carrie Heeter at Michigan State University; and Jill Denner and Lauren Werner at ETR Associates in San Francisco. References Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children s learning. Mahwah, NJ: Lawrence Erlbaum. Kafai, Y. B. (1998). Video game designs by children: Consistency and variability of gender differences. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp ). Cambridge, MA: MIT Press. Malone, T. (1981). What makes computer games fun? BYTE, 6, Papert, S. (1993). The children s machine: Rethinking school in the age of the computer. New York: Basic Books.

5 40 Games and Culture Yasmin B. Kafai is an associate professor at the University of California, Los Angeles Graduate School of Education & Information Studies. Before coming to UCLA, she worked at the MIT Media Laboratory and received her doctorate from Harvard University. She was one of the first researchers to establish the field of game studies with her work on children s learning as designers and players of educational software and games. Her research has been published in Minds in Play: Computer Game Design as a Context for Children s Learning (Lawrence Erlbaum, 1995) and Constructionism in Practice: Designing, Thinking and Learning in a Digital World (coedited with Mitchel Resnick, Lawrence Erlbaum, 1996). She has also been active in several national policy efforts, among them the American Association of University Women report Tech-Savvy Girls (2000) and more recently, Under the Microscope: A Decade of Gender Equity Interventions in the Sciences (2004). She lives, works, and plays in Los Angeles.

The Educational Potential of Electronic Games: From Games To Teach to Games To Learn. Playing by the Rules

The Educational Potential of Electronic Games: From Games To Teach to Games To Learn. Playing by the Rules The Educational Potential of Electronic Games: From Games To Teach to Games To Learn Playing by the Rules Cultural Policy Center, University of Chicago October 27, 2001 Yasmin B. Kafai UCLA K I D S If

More information

Gender Differences in Elementary School Students Game Design Preferences

Gender Differences in Elementary School Students Game Design Preferences Gender Differences in Elementary School Students Game Design Preferences Hui-Mei Justina Hsu, Member, IACSIT Abstract A visual programming environment, Scratch, is widely used by young students, and is

More information

INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS

INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS Shannon Campe ETR Associates Scotts Valley, California 95066 shannonc@etr.org Linda L. Werner Computer Science Department University of California,

More information

The Impact of Education Technology on Student Achievement

The Impact of Education Technology on Student Achievement The Impact of Education Technology on Student Achievement What the Most Current Research Has to Say by John Schacter The author would like to thank Tom Boysen, Cheryl Fagnano, and Michael Reese for their

More information

PERCEPTIONS OF TURKISH COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGY PROGRAM STUDENTS AND ALUMNI TOWARDS GAME USE IN EDUCATION

PERCEPTIONS OF TURKISH COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGY PROGRAM STUDENTS AND ALUMNI TOWARDS GAME USE IN EDUCATION PERCEPTIONS OF TURKISH COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGY PROGRAM STUDENTS AND ALUMNI TOWARDS GAME USE IN EDUCATION Res. Ast.Kadir Yücel Kaya Middle East Technical University, Ankara, TURKEY

More information

What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture

What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture Kylie Peppler & Yasmin B. Kafai University of California, Los Angeles 2331 Moore Hall 951521

More information

The Design and Implementation of an Educational Game on a Mobile Platform for English Learning in Primary Schools

The Design and Implementation of an Educational Game on a Mobile Platform for English Learning in Primary Schools The Design and Implementation of an Educational Game on a Mobile Platform for English Learning in Primary Schools 1 Jiyou Jia, 2 Jingmin Miao *1 Department of Educational Technology, Graduate School of

More information

Design Principles for Video Games as Learning Engines

Design Principles for Video Games as Learning Engines 1 Design Principles for Video Games as Learning Engines James Paul Gee Mary Lou Fulton Presidential Professor of Literacy Studies Regents Professor Arizona State University james.gee@asu.edu The literature

More information

Learning through Computer Game Design: Possible Success (or Failure) Factors

Learning through Computer Game Design: Possible Success (or Failure) Factors 947 Learning through Computer Game Design: Possible Success (or Failure) Factors Kung-Ming TIONG a, Su-Ting YONG b a School of Science and Technology, University Malaysia Sabah, Malaysia b Faculty of Engineering,

More information

CHILDREN AS EDUCATIONAL COMPUTER GAME DESIGNERS: AN EXPLORATORY STUDY

CHILDREN AS EDUCATIONAL COMPUTER GAME DESIGNERS: AN EXPLORATORY STUDY CHILDREN AS EDUCATIONAL COMPUTER GAME DESIGNERS: AN EXPLORATORY STUDY Ahmet Baytak Computer Science Department Harran University, Turkey abaytak@harran.edu.tr Susan M. Land Learning and Performance Technology

More information

Master the Common Core State Standards for Math!

Master the Common Core State Standards for Math! Program Overview RTI Grades K 5 Master the Common Core State Standards for Math! Aligned to the ommon Core STATE STANDARDS Built on Common Core Topic Progressions Designed to help K 5 students master the

More information

Domains of Expertise Developed in a Project-Based Game Design Workshop Rebecca Reynolds / Rutgers University / rebecca.reynolds@gmail.

Domains of Expertise Developed in a Project-Based Game Design Workshop Rebecca Reynolds / Rutgers University / rebecca.reynolds@gmail. Domains of Expertise Developed in a Project-Based Game Design Workshop Rebecca Reynolds / Rutgers University / rebecca.reynolds@gmail.com Objectives and purposes With the growth of interactive game-making

More information

A STATISTICS COURSE FOR ELEMENTARY AND MIDDLE SCHOOL TEACHERS. Gary Kader and Mike Perry Appalachian State University USA

A STATISTICS COURSE FOR ELEMENTARY AND MIDDLE SCHOOL TEACHERS. Gary Kader and Mike Perry Appalachian State University USA A STATISTICS COURSE FOR ELEMENTARY AND MIDDLE SCHOOL TEACHERS Gary Kader and Mike Perry Appalachian State University USA This paper will describe a content-pedagogy course designed to prepare elementary

More information

BUILDING CURRICULUM ACCOMMODATION PLAN

BUILDING CURRICULUM ACCOMMODATION PLAN BUILDING CURRICULUM ACCOMMODATION PLAN 2014-2015 ERIC STARK, PRINCIPAL KATE PERETZ, ASSISTANT PRINCIPAL Alone we can do so little; together we can do so much. Helen Keller FRANKLIN PUBLIC SCHOOLS VISION

More information

Student Perceptions On Computer Coding Ashfield Public School Term 3, 2015. The Initiative. The survey

Student Perceptions On Computer Coding Ashfield Public School Term 3, 2015. The Initiative. The survey Student Perceptions On Computer Coding Ashfield Public School Term 3, 2015 The Initiative 21 st Century education is about innovation. It is about a being open to new ideas and new educational trends that

More information

Exploring Video Game s Relationship to CS Interest

Exploring Video Game s Relationship to CS Interest Exploring Video Game s Relationship to CS Interest Betsy James DiSalvo School of Interactive Computing Georgia Institute of Technology 85 5th Street, NW Atlanta, GA 30332 404-894-1558 bdisalvo@cc.gatech.edu

More information

Three Genres of Game Research. Richard E. Mayer University of California, Santa Barbara

Three Genres of Game Research. Richard E. Mayer University of California, Santa Barbara Three Genres of Game Research Richard E. Mayer University of California, Santa Barbara 2014 CRESST Conference WARP SPEED, MR. SULU: Integrating Games, Technology, and Assessment to Accelerate Learning

More information

Adaptation of Rapid Prototyping Model for Serious Games Development

Adaptation of Rapid Prototyping Model for Serious Games Development Journal of Computer Science and Information Technology June 2014, Vol. 2, No. 2, pp. 173-183 ISSN: 2334-2366 (Print), 2334-2374 (Online) Copyright The Author(s). 2014. All Rights Reserved. Published by

More information

Computer Game Design in Middle School. Jill Denner & Teale Fristoe

Computer Game Design in Middle School. Jill Denner & Teale Fristoe Computer Game Design in Middle School Jill Denner & Teale Fristoe Brief Bio! 1989: BA Psychology, UCSC! 1995: PhD, Developmental Psychology, Columbia University! 1996-98: Post Doc, Psychology, UCSC! 1998-now:

More information

Assessing Girls Interest, Confidence, and Participation in Computing Activities: Results for Globaloria in West Virginia

Assessing Girls Interest, Confidence, and Participation in Computing Activities: Results for Globaloria in West Virginia Assessing Girls Interest, Confidence, and Participation in Computing Activities: Results for Globaloria in West Virginia Zhen Wu, Catherine Ashcraft & Wendy DuBow, National Center for Women & IT Rebecca

More information

What Does Research Tell Us About Teaching Reading to English Language Learners?

What Does Research Tell Us About Teaching Reading to English Language Learners? Jan/Feb 2007 What Does Research Tell Us About Teaching Reading to English Language Learners? By Suzanne Irujo, ELL Outlook Contributing Writer As a classroom teacher, I was largely ignorant of, and definitely

More information

Mathematics Curriculum Evaluation Framework

Mathematics Curriculum Evaluation Framework MARCY STEIN and DIANE KINDER, University of Washington, Tacoma; SHERRY MILCHICK, Intermediate Unit #14, Pennsylvania State Department of Education Mathematics Curriculum Evaluation Framework Abstract:

More information

Texas Education Review

Texas Education Review Texas Education Review Learning Systems, Not Games James Paul Gee Arizona State University Volume 1, pp. 147-153 (2013) Available online at www.txedrev.org Gee Learning Systems, Not Games James Paul Gee

More information

SCRATCH Lesson Plan What is SCRATCH? Why SCRATCH?

SCRATCH Lesson Plan What is SCRATCH? Why SCRATCH? SCRATCH Lesson Plan What is SCRATCH? SCRATCH is a programming language that makes it easy to create interactive stories, animations, games, music, and art that can then easily be shared on the web. Scratch

More information

Evaluation in Online STEM Courses

Evaluation in Online STEM Courses Evaluation in Online STEM Courses Lawrence O. Flowers, PhD Assistant Professor of Microbiology James E. Raynor, Jr., PhD Associate Professor of Cellular and Molecular Biology Erin N. White, PhD Assistant

More information

Abstract Title Page. Authors and Affiliations: Maria Mendiburo The Carnegie Foundation

Abstract Title Page. Authors and Affiliations: Maria Mendiburo The Carnegie Foundation Abstract Title Page Title: Designing Technology to Impact Classroom Practice: How Technology Design for Learning Can Support Both Students and Teachers Authors and Affiliations: Maria Mendiburo The Carnegie

More information

Standard 6: The student will explain and evaluate the importance of planning for retirement.

Standard 6: The student will explain and evaluate the importance of planning for retirement. TEACHER GUIDE 6.2 RETIREMENT PLANNING PAGE 1 Standard 6: The student will explain and evaluate the importance of planning for retirement. Longevity and Retirement Priority Academic Student Skills Personal

More information

Web Site Design Preferences of Middle School Youth Sarita Nair, Project Director Jennifer Peace, Research Associate. Introduction

Web Site Design Preferences of Middle School Youth Sarita Nair, Project Director Jennifer Peace, Research Associate. Introduction Web Site Design Preferences of Middle School Youth Sarita Nair, Project Director Jennifer Peace, Research Associate Introduction This research summary outlines findings from an extensive web survey conducted

More information

THE EDUCATIONAL PROGRESS OF WOMEN

THE EDUCATIONAL PROGRESS OF WOMEN NATIONAL CENTER FOR EDUCATION STATISTICS Findings from THE CONDITION OF EDUCATION 1995 NO. 5 THE EDUCATIONAL PROGRESS OF WOMEN U.S. Department of Education Office of Educational Research and Improvement

More information

www.newsflashenglish.com

www.newsflashenglish.com www.newsflashenglish.com The 4 page 60 minute ESL British English lesson 10/03/13 There are many fine universities in the world today to study at. Each has its own history and reputation. In this lesson

More information

Evaluation of Chicago Public Schools Virtual Pre-K Ready For Math Program That Integrates PBS KIDS Lab Digital Math Content

Evaluation of Chicago Public Schools Virtual Pre-K Ready For Math Program That Integrates PBS KIDS Lab Digital Math Content Evaluation of Chicago Public Schools Virtual Pre-K Ready For Math Program That Integrates PBS KIDS Lab Digital Math Content A Report to the CPB-PBS Ready To Learn Initiative Betsy McCarthy, PhD Donna Winston,

More information

Girls Creating Games: Challenging Existing Assumptions about Game Content

Girls Creating Games: Challenging Existing Assumptions about Game Content Girls Creating Games: Challenging Existing Assumptions about Game Content Jill Denner ETR Associates 4 Carbonero Way Scotts Valley, CA 95066 831-438-4060 jilld@etr.org Steve Bean ETR Associates 4 Carbonero

More information

The Importance of Perceived Games For Middle School Students

The Importance of Perceived Games For Middle School Students Children as Multimedia Critics: Middle School Students' Motivation for and Critical Analysis of Educational Computer Games Designed by Other Children LLOYD P. RIEBER JOAN DAVIS MICHAEL MATZKO MICHAEL GRANT

More information

USING STARLOGO TO INTRODUCE DIFFERENTIAL EQUATIONS

USING STARLOGO TO INTRODUCE DIFFERENTIAL EQUATIONS USING STARLOGO TO INTRODUCE DIFFERENTIAL EQUATIONS PHILIP ANDERSON AND CARL R. SEAQUIST Abstract. Massively parallel programming languages, like StarLogo, provide a rich environment for introducing differential

More information

Restructuring a Masters Teaching Program

Restructuring a Masters Teaching Program Restructuring a Masters Teaching Program Marilyn Koeller National University This article will explain the process that Course Leads used to restructure the Masters in the Arts of Teaching program by working

More information

New Perspectives on Learning Through (Game) Design

New Perspectives on Learning Through (Game) Design New Perspectives on Learning Through (Game) Design Elisabeth R. Hayes, James Paul Gee, Arizona State University, PO Box 871011, Tempe, AZ 85287-1011, Email: Elisabeth.Hayes@asu.edu, James.Gee@asu.edu Ivan

More information

Face-to-Face vs. Online Professional Development? Do Both! The Power of the Blended Model

Face-to-Face vs. Online Professional Development? Do Both! The Power of the Blended Model Face-to-Face vs. Online Professional Development? Do Both! The Power of the Blended Model Dr. Paula Hidalgo, Director of Product Development Dr. Paula Hidalgo is the Director of Product Development for

More information

Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts

Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts Teaching Game Development: At the Intersection of Computer Science and Humanities & Arts David Finkel, Mark Claypool, Michael A. Gennert Department of Computer Science Fred Bianchi, Dean O Donnell, Patrick

More information

Effective Strategies to Increase Girls Success in STEM Education

Effective Strategies to Increase Girls Success in STEM Education Effective Strategies to Increase Girls Success in STEM Education Nicole Sowers partnered with the San Francisco Department on the Status of Women to complete this project in partial fulfillment of the

More information

Program Your Own Game

Program Your Own Game Program Your Own Game Provided by TryEngineering - Lesson Focus Lesson focuses on how software engineers design computer games and other software. Student teams work together to develop a simple computer

More information

Career Perceptions of Middle School Youth A Literature Review Bethany Carlson, Research Associate Career Resources Network Project

Career Perceptions of Middle School Youth A Literature Review Bethany Carlson, Research Associate Career Resources Network Project Career Perceptions of Middle School Youth A Literature Review Bethany Carlson, Research Associate Career Resources Network Project This literature review was conducted by the Career Resources Network project

More information

Learning Today Smart Tutor Supports English Language Learners

Learning Today Smart Tutor Supports English Language Learners Learning Today Smart Tutor Supports English Language Learners By Paolo Martin M.A. Ed Literacy Specialist UC Berkley 1 Introduction Across the nation, the numbers of students with limited English proficiency

More information

Two teams per chapter, three per state. Minimum of 2 students per team Students who excel in the following:

Two teams per chapter, three per state. Minimum of 2 students per team Students who excel in the following: Middle School Level Who? Two teams per chapter, three per state. Minimum of 2 students per team Students who excel in the following: Art Math Science Technology All members of the team should divide the

More information

How To Teach With Games

How To Teach With Games 1 Learning Systems, Not Games James Paul Gee Mary Lou Fulton Presidential Professor of Literacy Studies Arizona State University james.gee@asu.edu The worst educational technology we ever invented was

More information

www.webanywhere.co.uk education apps to benefit your school Webanywhere e-learning Solutions Explained

www.webanywhere.co.uk education apps to benefit your school Webanywhere e-learning Solutions Explained 12 education apps to benefit your school Webanywhere e-learning Solutions Explained In February 2014 Webanywhere unveiled a brand new launchpad for every new e-learning solution it develops. This suite

More information

Automated Text Analytics. Testing Manual Processing against Automated Listening

Automated Text Analytics. Testing Manual Processing against Automated Listening Automated Text Analytics Testing Manual Processing against Automated Listening Contents Executive Summary... 3 Why Is Manual Analysis Inaccurate and Automated Text Analysis on Target?... 3 Text Analytics

More information

A PUBLIC AGENDA CITIZEN CHOICEWORK GUIDE FOR COMMUNITY CONVERSATIONS, CLASSROOMS, STUDY GROUPS AND INDIVIDUALS. Public Agenda

A PUBLIC AGENDA CITIZEN CHOICEWORK GUIDE FOR COMMUNITY CONVERSATIONS, CLASSROOMS, STUDY GROUPS AND INDIVIDUALS. Public Agenda PUBLIC AGENDA Independent, Thought-Provoking, Always in the Public Interest Teaching Methods A PUBLIC AGENDA CITIZEN CHOICEWORK GUIDE FOR COMMUNITY CONVERSATIONS, CLASSROOMS, STUDY GROUPS AND INDIVIDUALS

More information

Improving Australian Universities

Improving Australian Universities Improving Australian Universities Peter Godfrey-Smith Professor of Philosophy Department of Philosophy Harvard University Cambridge, MA 02138, USA. Published as "Useful Lessons from California" in Quadrant

More information

The Online Generation Gap. Contrasting attitudes and behaviors of parents and teens

The Online Generation Gap. Contrasting attitudes and behaviors of parents and teens The Online Generation Gap Contrasting attitudes and behaviors of parents and teens The Online Generation Gap: Contrasting attitudes and behaviors of parents and teens Submitted to: The Family Online Safety

More information

A. The master of arts, educational studies program will allow students to do the following.

A. The master of arts, educational studies program will allow students to do the following. PROGRAM OBJECTIVES DEPARTMENT OF EDUCATION DEGREES OFFERED MASTER OF ARTS, EDUCATIONAL STUDIES (M.A.); MASTER OF ARTS, SCIENCE EDUCATION (M.S.); MASTER OF ARTS IN GERMAN WITH TEACHING LICENSURE (M.A.);

More information

INTRODUCING PROGRAMMING TO MIDDLE AND HIGH SCHOOLS USING GAME-BASED APPROACH. Emmanuel Udoh 1. INTRODUCTION

INTRODUCING PROGRAMMING TO MIDDLE AND HIGH SCHOOLS USING GAME-BASED APPROACH. Emmanuel Udoh 1. INTRODUCTION INTRODUCING PROGRAMMING TO MIDDLE AND HIGH SCHOOLS USING GAME-BASED APPROACH Emmanuel Udoh Indiana University Purdue University, Fort Wayne, Indiana; Email: udohe@ipfw.edu 1. INTRODUCTION Abstract: In

More information

Teaching Science via Animated Movies: Its Effect on Students' Learning Outcomes and Motivation

Teaching Science via Animated Movies: Its Effect on Students' Learning Outcomes and Motivation Miri Barak, Tamar Ashkar, Yehudit J. Dori 1 Teaching Science via Animated Movies: Its Effect on Students' Learning Outcomes and Motivation Miri Barak The Department of Education in Technology and Science

More information

Rovereto, June 20 th -25 th, 2011

Rovereto, June 20 th -25 th, 2011 Rovereto, June 20 th -25 th, 2011 The program will include formal lectures on three topics: -Qualitative methods for social justice education (prof. Massimiliano Tarozzi, University of Trento) -Feminist

More information

ROLE OF COMPUTERS IN IMPROVING TEACHING AND LEARNING IN SCHOOLS

ROLE OF COMPUTERS IN IMPROVING TEACHING AND LEARNING IN SCHOOLS ROLE OF COMPUTERS IN IMPROVING TEACHING AND LEARNING IN SCHOOLS Mr Phillip Gazimbe & Regis Fanuel Gutuza Lecturer in the Department of Educational Studies in the Faculty of Arts and Education, Zimbabwe

More information

Wired Child: Debunking Popular Technology Myths

Wired Child: Debunking Popular Technology Myths Wired Child: Debunking Popular Technology Myths A Simplicity Parenting Interview with Richard Freed, Ph.D Traci McGrath and Richard Freed, March 2015 Today, I m speaking with child and adolescent psychologist,

More information

Distance Learning Trends for Graduate Engineering

Distance Learning Trends for Graduate Engineering 2793 Distance Learning Trends for Graduate Engineering Dr. Glenda R. Scales, Dr. Linda G. Leffel, Cheryl A. Peed Virginia Tech Introduction Constant technological changes require employees to seek educational

More information

6.042/18.062J Mathematics for Computer Science. Expected Value I

6.042/18.062J Mathematics for Computer Science. Expected Value I 6.42/8.62J Mathematics for Computer Science Srini Devadas and Eric Lehman May 3, 25 Lecture otes Expected Value I The expectation or expected value of a random variable is a single number that tells you

More information

Expanding. and Opportunities

Expanding. and Opportunities boldly state that there is now a solid base of research and best practices clearly showing W),,)!- 3 7()4% s 4%229 + 0%4%23/. s 2(/.$! (,!5%2 s 2!,0( 2 3-)4( s '/6%2./2,).#/,. $ #(!&%% s $!.%44% 0!23,%9

More information

An Effective Blended Learning Solution Overcoming Pedagogical and Technological Challenges in a Remote Area A Case Study

An Effective Blended Learning Solution Overcoming Pedagogical and Technological Challenges in a Remote Area A Case Study 36 An Effective Blended Learning Overcoming Pedagogical and Technological Challenges in a Remote Area An Effective Blended Learning Overcoming Pedagogical and Technological Challenges in a Remote Area

More information

Visualizing the Teaching / Learning Process through Computer Graphics. Visualizing, technology, computer graphics, education

Visualizing the Teaching / Learning Process through Computer Graphics. Visualizing, technology, computer graphics, education Visualizing the Teaching / Learning Process through Computer Graphics 1 Aghware F. O.; 2 Egbuna E. O.; 3 Aghware A. and 4 Ojugo Arnold 1, 2, 3 Computer Science Department, College of Education, Agbor 4

More information

LEARNER-CENTERED PARADIGMS FOR ON-LINE EDUCATION: IMPLICATIONS FOR INSTRUCTIONAL DESIGN MODELS. Yvonne M. Johnson. Abstract

LEARNER-CENTERED PARADIGMS FOR ON-LINE EDUCATION: IMPLICATIONS FOR INSTRUCTIONAL DESIGN MODELS. Yvonne M. Johnson. Abstract LEARNER-CENTERED PARADIGMS FOR ON-LINE EDUCATION: IMPLICATIONS FOR INSTRUCTIONAL DESIGN MODELS Yvonne M. Johnson Abstract The number of distance education programs delivered in higher education in the

More information

PLAYING THE DOUBLE ENTRY MONOPOLY GAME ACTIVE LEARNING IN ACCOUNTING PRINCIPLES AND PRACTICES. Jackie Allen, Alison McCourt and Mary Low 1

PLAYING THE DOUBLE ENTRY MONOPOLY GAME ACTIVE LEARNING IN ACCOUNTING PRINCIPLES AND PRACTICES. Jackie Allen, Alison McCourt and Mary Low 1 PLAYING THE DOUBLE ENTRY MONOPOLY GAME ACTIVE LEARNING IN ACCOUNTING PRINCIPLES AND PRACTICES Jackie Allen, Alison McCourt and Mary Low 1 Key words: Accounting education, double entry, accounting principles

More information

COMO SECONDARY COLLEGE Business Plan 2013 2018

COMO SECONDARY COLLEGE Business Plan 2013 2018 COMO SECONDARY COLLEGE Business Plan 2013 2018 PRINCIPAL S MESSAGE 2020 VISION MISSION Como Secondary College has consistently been one of Western Australia s top public schools over the past decade. The

More information

The Developmental and Educational Significance of Recess in Schools Early Report Newsletter Spring 2002

The Developmental and Educational Significance of Recess in Schools Early Report Newsletter Spring 2002 The Developmental and Educational Significance of Recess in Schools Early Report Newsletter Spring 2002 Introduction Anthony Pellegrini, University of Minnesota; Peter Blatchford, University of London

More information

Student Perceptions of Online Learning: A Comparison of Two Different Populations

Student Perceptions of Online Learning: A Comparison of Two Different Populations Student Perceptions of Learning: A Comparison of Two Different Populations Catharina Daniels 1 Pace University School of Computer Science and Information Systems Technology Systems Department New York,

More information

The little Artist: Interactive Art Center

The little Artist: Interactive Art Center 1 ii 2 The little Artist: Interactive Art Center Fatimah J Alhassan, Interaction Design MA program School of Architecture, design and planning, University of Kansas 2011 Lawrence, Kansas Abstract In this

More information

The Three P s of Sim Development ROI: Prototype, Prototype, and Prototype

The Three P s of Sim Development ROI: Prototype, Prototype, and Prototype 507 The Three P s of Sim Development ROI: Prototype, Prototype, and Prototype Nathan Kracklauer Director of Content Development, Enspire Learning Shon Bayer Managing Partner, Enspire Learning WWW.eLearningGuild.com

More information

Games & Learning Reading List

Games & Learning Reading List Games & Learning Reading List Wondering where to look for great information on the intersection between games, game design, learning, and digital kids? This list should get you well on your way. It s loosely

More information

CALIFORNIA S TEACHING PERFORMANCE EXPECTATIONS (TPE)

CALIFORNIA S TEACHING PERFORMANCE EXPECTATIONS (TPE) CALIFORNIA S TEACHING PERFORMANCE EXPECTATIONS (TPE) The Teaching Performance Expectations describe the set of knowledge, skills, and abilities that California expects of each candidate for a Multiple

More information

Literacy Specialist Endorsement

Literacy Specialist Endorsement Literacy Specialist Endorsement 2004 Modified Ohio/IRA Program Standards (Grades K-12) Literacy specialist (limited to a teaching license that is endorsed for the teaching of reading grades kindergarten

More information

Research and Digital Game- based Play: A Review of Martha Madison

Research and Digital Game- based Play: A Review of Martha Madison Research and Digital Game- based Play: A Review of Martha Madison White Paper Compiled by Anne Snyder, Ph.D. Second Avenue Learning is a certified women- owned business, specializing in the creation of

More information

21 st Century Curriculum and Instruction

21 st Century Curriculum and Instruction 21 st Century Curriculum and Instruction The relationship between curriculum and instruction is obviously a very close one. Curriculum is essentially a design, or roadmap for learning, and as such focuses

More information

Commissioned by Microsoft Corp.

Commissioned by Microsoft Corp. STEM Perceptions: Student & Parent Study Parents and Students Weigh in on How to Inspire the Next Generation of Doctors, Scientists, Software Developers and Engineers Commissioned by Microsoft Corp. Introduction

More information

Developing a Philosophy of Instructional Technology: Developing a Philosophy of Instructional Technology use for Teaching and learning in the 21 st

Developing a Philosophy of Instructional Technology: Developing a Philosophy of Instructional Technology use for Teaching and learning in the 21 st Developing a Philosophy of Instructional Technology 1 Developing a Philosophy of Instructional Technology: Developing a Philosophy of Instructional Technology use for Teaching and learning in the 21 st

More information

A New Undergraduate Major: Interactive Media and Game Development

A New Undergraduate Major: Interactive Media and Game Development A New Undergraduate Major: Interactive Media and Game Development David Finkel, Mark Claypool, Michael A. Gennert Department of Computer Science Fred Bianchi, Dean O Donnell, Patrick Quinn Department of

More information

STOP PLEASE DO NOT TURN THE PAGE UNTIL INSTRUCTED TO DO SO. Student Questionnaire. Grade 4

STOP PLEASE DO NOT TURN THE PAGE UNTIL INSTRUCTED TO DO SO. Student Questionnaire. Grade 4 STOP PLEASE DO NOT TURN THE PAGE UNTIL INSTRUCTED TO DO SO. Student Questionnaire Grade National Center for Education Statistics Institute of Education Sciences U.S. Department of Education 1990 K St.,

More information

Summary - Kids & Media 2015

Summary - Kids & Media 2015 Summary - Kids & Media 15 Facts about children s use and experience of the media, ages 9-18 Foreword For a majority of young people in Sweden - and for many parents - digital media are now fully integrated

More information

Software Requirements Specification

Software Requirements Specification Page 1 of 9 Software Requirements Specification Version 2.0 December 15, 2001 "Space Fractions" The Denominators (Team 10-2) Stephen Babin Gordon Brown Charles Browning Ingrid Chao Maggie Fang Roberto

More information

College Prep Summer Programs For High School Students

College Prep Summer Programs For High School Students College Prep Summer Programs For High School Students IN STATE: UCLA Summer Scholars http://www.summer.ucla.edu/financialaid/hsscholarship.cfm 4/1/2013 A limited number of full and partial scholarships

More information

HANDS-ON SCIENCE IN ELEMENTARY SCHOOL: WHY AND HOW. By Munira Shaikh. in partial fulfillment for SCE 5308. University of Texas at Dallas

HANDS-ON SCIENCE IN ELEMENTARY SCHOOL: WHY AND HOW. By Munira Shaikh. in partial fulfillment for SCE 5308. University of Texas at Dallas HANDS-ON SCIENCE IN ELEMENTARY SCHOOL: WHY AND HOW By Munira Shaikh in partial fulfillment for SCE 5308 University of Texas at Dallas 1 HANDS-ON SCIENCE IN ELEMENTARY SCHOOL: WHY AND HOW ABSTRACT: This

More information

USING CONCEPT MAPS IN QUALITATIVE RESEARCH

USING CONCEPT MAPS IN QUALITATIVE RESEARCH Concept Maps: Theory, Methodology, Technology Proc. the First Int. Conference on Concept Mapping Pamplona, Spain 2004 USING CONCEPT MAPS IN QUALITATIVE RESEARCH Barbara J. Daley, University Wisconsin Milwaukee

More information

Beyond the Bake Sale: The Essential Guide to Family-School Partnerships. Book Study Guide

Beyond the Bake Sale: The Essential Guide to Family-School Partnerships. Book Study Guide Beyond the Bake Sale: The Essential Guide to Family-School Partnerships Book Study Guide Are you interesting in stimulating some creative discussions among teachers about how to work more effectively with

More information

Origins and Guiding Principles of the Computer Clubhouse

Origins and Guiding Principles of the Computer Clubhouse CHAPTER 1 Origins and Guiding Principles of the Computer Clubhouse Natalie Rusk, Mitchel Resnick, and Stina Cooke Technology has changed a great deal in the 15 years since we started the first Computer

More information

Under the Start Your Search Now box, you may search by author, title and key words.

Under the Start Your Search Now box, you may search by author, title and key words. VISTAS Online VISTAS Online is an innovative publication produced for the American Counseling Association by Dr. Garry R. Walz and Dr. Jeanne C. Bleuer of Counseling Outfitters, LLC. Its purpose is to

More information

INSPIRING THE NEXT GENERATION OF TECHNOLOGY INNOVATORS

INSPIRING THE NEXT GENERATION OF TECHNOLOGY INNOVATORS INSPIRING THE NEXT GENERATION OF TECHNOLOGY INNOVATORS Iridescent s mission is to equip and inspire underprivileged young people to develop curiosity, creativity and persistence through a powerful science,

More information

Stable matching: Theory, evidence, and practical design

Stable matching: Theory, evidence, and practical design THE PRIZE IN ECONOMIC SCIENCES 2012 INFORMATION FOR THE PUBLIC Stable matching: Theory, evidence, and practical design This year s Prize to Lloyd Shapley and Alvin Roth extends from abstract theory developed

More information

RAPUNSEL: How a computer game design based on educational theory can improve girls self-efficacy and self-esteem

RAPUNSEL: How a computer game design based on educational theory can improve girls self-efficacy and self-esteem RAPUNSEL: How a computer game design based on educational theory can improve girls self-efficacy and self-esteem Jan L. Plass *, Ricki Goldman *, Mary Flanagan **, James P. Diamond *, Chaoyan Dong *, Suyin

More information

Tutor, Tool, Tutee: A Vision Revisited

Tutor, Tool, Tutee: A Vision Revisited Bull, G. (2009). Tutor, tool, tutee: A vision revisited. Contemporary Issues in Technology and Teacher Education, 9(2), 89-94. Tutor, Tool, Tutee: A Vision Revisited Glen Bull University of Virginia Robert

More information

the girl game company

the girl game company the girl game company Engaging Latina Girls in Information Technology by Jill Denner, Steve Bean, and Jacob Martinez It is 3:00, and school has just ended at Clarence Middle School. 1 Teresa rushes into

More information

The Associate Teacher Program

The Associate Teacher Program The Associate Teacher Program 2 Dear Prospective Applicant: Thank you for your interest in the Associate Teacher Program at Beauvoir, the National Cathedral Elementary School. We hope that the following

More information

AMERICAN JOURNAL OF PSYCHOLOGICAL RESEARCH

AMERICAN JOURNAL OF PSYCHOLOGICAL RESEARCH AMERICAN JOURNAL OF PSYCHOLOGICAL RESEARCH Volume 8, Number 1 Submitted: January 13, 2012 Revisions: February, 2012 Accepted: February, 2012 Published: March 1, 2012 Save the Best for Last? Social Psychology

More information

The Impact of Aging on Access to Technology

The Impact of Aging on Access to Technology The Impact of Aging on Access to Technology Sara J. Czaja Department of Psychiatry and Behavior Sciences Center on Aging University of Miami Miller School of Medicine Introduction Two major demographic

More information

Engaging Students for Optimum Learning Online. Informing the Design of Online Learning By the Principles of How People Learn

Engaging Students for Optimum Learning Online. Informing the Design of Online Learning By the Principles of How People Learn Engaging Students for Optimum Learning Online Informing the Design of Online Learning By the Principles of How People Learn What Is Engagement? As early as 1995, student engagement was "the latest buzzword

More information

PERFORMANCE STANDARDS FOR ADVANCED MASTERS PROGRAMS LANGUAGE, LITERACY & SPECIALIZED INSTRUCTION READING SPECIALIST STANDARDS

PERFORMANCE STANDARDS FOR ADVANCED MASTERS PROGRAMS LANGUAGE, LITERACY & SPECIALIZED INSTRUCTION READING SPECIALIST STANDARDS PERFORMANCE STANDARDS FOR ADVANCED MASTERS PROGRAMS LANGUAGE, LITERACY & SPECIALIZED INSTRUCTION READING SPECIALIST STANDARDS STANDARDS The Candidate: DIVERSITY & POSITIVE TRANSFORMATION 1. Disciplinary

More information

Joseph Fordham. Kuo-Ting Huang. Corrie Strayer. Rabindra Ratan. Michigan State University

Joseph Fordham. Kuo-Ting Huang. Corrie Strayer. Rabindra Ratan. Michigan State University Running head: GIRLS GETTING PLAYED 1 Girls getting played: Video game stereotype effects on gendered career perceptions Joseph Fordham Kuo-Ting Huang Corrie Strayer Rabindra Ratan Michigan State University

More information

Tips for Choosing a TESOL Master s Program

Tips for Choosing a TESOL Master s Program Tips for Choosing a TESOL Master s Program Whether you are just breaking into the TESOL field or have already been in the profession for some time, a great way to increase your knowledge and expand your

More information

Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences 1

Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences 1 In H. Jenkins, & J. Cassell (1998) (Eds.), From Barbie to Mortal Kombat (pp. 90-117). Cambridge, MA: MIT Press. Video Game Designs by Girls and Boys: Variability and Consistency of Gender Differences 1

More information

NHSCA Media Kit 2015 Audience Profile Other NHSCA facts

NHSCA Media Kit 2015 Audience Profile Other NHSCA facts The National High School Coaches Association (NHSCA) was founded in 1989 and operates as a 501c3 non-profit organization. The national office is located In Easton, Pennsylvania. The mission statement of

More information

Case study on the impact of the Making Games project. March 2011

Case study on the impact of the Making Games project. March 2011 Case study on the impact of the Making Games project March 2011 Case study on the impact of the Making Games project Introduction User-friendly tools to create websites, edit video, compose music and manipulate

More information

WHAT HAPPENS WHEN TEACHERS DESIGN EDUCATIONAL TECHNOLOGY? THE DEVELOPMENT OF TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE

WHAT HAPPENS WHEN TEACHERS DESIGN EDUCATIONAL TECHNOLOGY? THE DEVELOPMENT OF TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE J. EDUCATIONAL COMPUTING RESEARCH, Vol. 32(2) 131-152, 2005 WHAT HAPPENS WHEN TEACHERS DESIGN EDUCATIONAL TECHNOLOGY? THE DEVELOPMENT OF TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE MATTHEW J. KOEHLER PUNYA

More information